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1.4 Fungal Growth Unit Damage Chart - Page 3

Forum Index > SC2 General
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NonY
Profile Blog Joined June 2007
8751 Posts
September 20 2011 02:04 GMT
#41
We've always said stacking (since storm in sc1), not clipping. The damage gets clipped but the spells stack. It's misleading to talk about fungal and clipping directly. If you stack fungals, you clip damage. If you chain fungals, you don't clip damage.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
emc
Profile Joined September 2010
United States3088 Posts
September 20 2011 02:06 GMT
#42
On September 20 2011 11:00 cursor wrote:
Basically, if you overlap your Fungal Casts, you're reducing the damage done by the first one. If you were to cast 2 instantly on units, at the exact same time from 2 Infestors, it would do the damage of 1. They no longer overlap and both do full damage. Units are either taking damage from fungal or not taking damage from fungal. There is no multiples of fungal at 1 time.

Edit: ...and yes this means no more 4 quick casts on a group to kill everything there. They would either have to wait for 4 fungals to do damage, or kill them with other units. Units will live for much longer in a fight from just fungal damage, and also it's harder for the Zerg to pull off.

Instead of just spamming FFFFFFF...
Zerg has to be there, and babysit the fungals, spacing them out and keeping them on to maximize their damage. No just spamming FFFFF then going back to your base to macro. Realistically, Zerg may have to macro in between fungal casts now.


Well you clearly didn't know how fungal worked before this patch because it actually worked exactly the same. You've never been able to stack fungals and we've always had to time out the duration. It was even harder when it was 8 seconds.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-09-20 02:10:30
September 20 2011 02:09 GMT
#43
So I'm getting the idea that this clipping ordeal the OP is talking about is saying that if you overlap your fungals then it won't take affect? If that's not what has been changed then I don't understand how there is a change at all.

Fungal has never stacked its damage.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 20 2011 02:12 GMT
#44
On September 20 2011 11:04 PopcornColonel wrote:
You can't fungal auto-turrets. They're buildings, like PDDs.


edited that out, not sure why I had it in the first place

On September 20 2011 11:04 Liquid`Tyler wrote:
We've always said stacking (since storm in sc1), not clipping. The damage gets clipped but the spells stack. It's misleading to talk about fungal and clipping directly. If you stack fungals, you clip damage. If you chain fungals, you don't clip damage.


added stacking to the OP to help allay any confusion
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
ZOMGitsTHEEND
Profile Joined June 2011
Canada202 Posts
September 20 2011 02:12 GMT
#45
On September 20 2011 09:57 michaelhasanalias wrote:
Warp Prism
The new changes to both warp prism and fungal growth make for the biggest change in fungal requirement. In 1.3 it took only three fungals to kill a warp prism, while the new patch requires five.


honestly, no one uses warp prisms anyway and fungalling them is not as important as fungulling medivacs as they only cost 200 minerals.
Ownos
Profile Joined July 2010
United States2147 Posts
September 20 2011 02:13 GMT
#46
Nice analysis. Really shows the full effect of a -6 damage change. Now zergs will need to pay attention just a little more instead of spamming FG on top of FG endlessly. At the least they waste 1 more fungal than they need to. Though with 12 infestors... drop in the bucket huh?
...deeper and deeper into the bowels of El Diablo
spbelky
Profile Blog Joined October 2010
United States623 Posts
September 20 2011 02:15 GMT
#47
I'd like to see a chart in there for Marines vs Stimmed Marines and Marauders vs Stimmed Marauders.

Combat Shield Marine 55hp - 2 fungals pre/post patch
Combat+Stim 45hp - 2 fungals pre/post patch
Just Stim 35hp (or double stimmed + combat) - 2fungals post patch, 1 pre.

Marauders, not as big of a deal, but still I like the idea of units that have stimmed once or twice without a personal medivac.
ePBuckets
Profile Joined April 2011
Canada207 Posts
September 20 2011 02:17 GMT
#48
i dont think the DoT ever mattered.

fungal stops all micro, fungal should be a slow not a snare.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
Last Edited: 2011-09-20 02:47:53
September 20 2011 02:19 GMT
#49
Wow, thanks for this. I knew that the 40 damage thing would be very good (considering that some units would be affected and others wouldn't, like Stalkers), but didn't realize some things like how Viking/Raven/Banshee will now require 1 extra fungal to kill. This will be awesome for Terran Air

Edit; what i mean is that blizzard is really careful with their numbers and always seems to find some magical number xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
September 20 2011 02:19 GMT
#50
So does the clipping only apply to the units he stated? Stalker, Dark Templar, Observer, MULE, Hellion, Siege Tank? or does it affect all units?
"losers always whine about their best, Winners go home and fuck the prom queen"
lowercase
Profile Joined September 2010
Canada1047 Posts
September 20 2011 02:25 GMT
#51
I wish fungal was back to being a "holder" rather than a damage dealer. Make it slow units by 80% and deal less damage. As it is it's just an alternate psi storm (and arguably better).
That is not dead which can eternal lie...
skatbone
Profile Joined August 2010
United States1005 Posts
September 20 2011 02:26 GMT
#52
On September 20 2011 11:12 ZOMGitsTHEEND wrote:
Show nested quote +
On September 20 2011 09:57 michaelhasanalias wrote:
Warp Prism
The new changes to both warp prism and fungal growth make for the biggest change in fungal requirement. In 1.3 it took only three fungals to kill a warp prism, while the new patch requires five.


honestly, no one uses warp prisms anyway and fungalling them is not as important as fungulling medivacs as they only cost 200 minerals.


Hmm...what toss metagame are you clinging onto? Given this patch and the increased use of prism by a host of pros (JYP and Hero come to mind immediately--as recently as last season's GSL and the Valencia Dreamhack), I think we're only going to see more warp prism harass in PvZ. If a game goes beyond 10 minutes vs Z, I use warp prisms.

tl;dr Many toss are already trending toward using the prism and infestors are a decent counter if the Zerg leaves one in his mineral line. This nerd will be good for prism play.
Mercurial#1193
spbelky
Profile Blog Joined October 2010
United States623 Posts
September 20 2011 02:26 GMT
#53
On September 20 2011 11:19 Darpa wrote:
So does the clipping only apply to the units he stated? Stalker, Dark Templar, Observer, MULE, Hellion, Siege Tank? or does it affect all units?


Read the chart Derpa.
thesauceishot
Profile Joined July 2010
Canada333 Posts
September 20 2011 02:28 GMT
#54
Great post, especially the part on clipping.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 20 2011 02:33 GMT
#55
The stacking section is very misleading. The most powerful part of fungal isn't the damage it deals, but the fact it roots units to the ground. You can still chain-fungal units with overlapping fungals to keep them rooted forever. And iirc, the damage fungal did never stacked.
Administrator~ Spirit will set you free ~
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 20 2011 02:41 GMT
#56
The part about clipping in interesting. I like how stalkers will take 5 fungals if you want to be 100% sure they will not escape. It makes me think Blizzard may be smarter than I give them credit for.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 02:41 GMT
#57
On September 20 2011 11:12 ZOMGitsTHEEND wrote:
Show nested quote +
On September 20 2011 09:57 michaelhasanalias wrote:
Warp Prism
The new changes to both warp prism and fungal growth make for the biggest change in fungal requirement. In 1.3 it took only three fungals to kill a warp prism, while the new patch requires five.


honestly, no one uses warp prisms anyway and fungalling them is not as important as fungulling medivacs as they only cost 200 minerals.


where have u been
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 20 2011 03:37 GMT
#58
Next patch the infestor gets reverted to its 36 damage over 8 seconds (pre-patch 1.3 state)

You heard it here first, folks.
aka ChillyGonzalo / GnozL
SolidMoose
Profile Joined June 2011
United States1240 Posts
September 20 2011 03:42 GMT
#59
btw the marauder is misleading, as the marauder will be stimmed in most cases
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2011-09-20 03:51:05
September 20 2011 03:49 GMT
#60
I understand the importance of the clipping, or stacking, as Tyler would say, but there are still many situations where the dps reduction matters more, since the fungal'd units are taking damage from other sources. Or, course, some units are being healed by medevacs.

Do most people count their fungals, or do they simply watch the health bars go down and apply as needed? It certainly seems after the patch counting them will be very useful in some situations, and it will also require great focus.
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